[1.20f]Not enough workers hired, no feedback why

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zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

[1.20f]Not enough workers hired, no feedback why

Post by zgrssd »

Something went wrong with worker hiring this turn end.

Turn 5:
17k needed, 17k present.
Started a Agri Dome 2, 10k workers and 1.1k Upkeep Workers.

Turn 6:
5.8k workers were hired (instead of 11.1k).
58 worker units worked on the dome, 11 worker units did upkeep.
A lot of other buildings fell short.

The Report has no indication what happened. There is still plenty population left. And the Worker payment is still 2.5 times private Economy pay. In fact, workers got a +1 Happiness for good payment.
The game just didn't hire enough, with no information why.
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Voker57
Posts: 290
Joined: Sat Sep 19, 2020 9:00 am

Re: [1.20f]Not enough workers hired, no feedback why

Post by Voker57 »

Worker happiness is quite low, so not all vacancies could be filled.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

Re: [1.20f]Not enough workers hired, no feedback why

Post by zgrssd »

Voker57 wrote: Tue Mar 28, 2023 3:05 pm Worker happiness is quite low, so not all vacancies could be filled.
Then it really should be saying that in the Zone Log. So I know what is wrong and can avoid it next time.
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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

Re: [1.20f]Not enough workers hired, no feedback why

Post by BlueTemplar »

5.3.12.1. WORKER RECRUITMENT
Ideally you can recruit up to 5% of the Population per turn. However, this
percentage is modified for:
§ Population Happiness
§ Worker Happiness (if any)
§ Difference between Private Credit earnings and Worker Salary
64.4k * 5% = 3.22k
So you managed to recruit a lot more than expected from the baseline !
(And the manual might sound wrong here, I was expecting with the way it says "ideally", "up to" - that instead 5% would be a maximum...)

(Agreed that the game should gave some explanation as to why your recruitment efforts came short.)

The only way to be absolutely certain that you will have enough workers to not have worker shortages next turn seems to be (by design) to have enough of them at the end of the turn, for instance by using the Draft Workers (Gouvernement 50+) Interior Stratagem, or by micromanaging the Zone by pre-recruiting more of them by setting a high Ideal Worker Total ?

IMHO one of the most annoying parts of ShEmp is how you are forced to guesstimate this number, combined with how the Management => Assets (=> Preview) gives no indication of worker numbers (nor even tries to predict whether they will come up short or not)...
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BlueTemplar
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Re: [1.20f]Not enough workers hired, no feedback why

Post by BlueTemplar »

Oh, and how could I forget ! Colonists. Though this sometimes comes with extra logistic costs.
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